Roadmap Writer Posted July 27, 2012 Share Posted July 27, 2012 I need some help with the so nasty orientation/rotation math of LSL :-)The context is that i like to rez tiles aligning to a "master"-tile. The problem however is that i dont get it done.The master tile has a scale of <0.5, 0.5, 0.1>. When I touch one of the low-height-sides, I can detect the normal vector of that side with llDetectedTouchNormal(0). At the moment of the touch, i like to have a new tile rezzed of the same scale, but perfectly aligned (glued, without linking) to the touched side of the master tile. As long as I dont use any rotation around the x- or y-axis i manage to get it done. Like to have it more full proof with the math so that rezzing a new tile in every position and rotation will be aligned making a plane from out the master tile.Thanks in advance for any mathematical + script help.Roadmap Writer. Link to comment Share on other sites More sharing options...
Dora Gustafson Posted July 27, 2012 Share Posted July 27, 2012 The new tile obviously has the same rotation as the original.It is 0.5 m away from the original in the direction given by llDetectedTouchNormal so: float tileSide = 0.5;vector newTilePosition = llGetPos()+tileSide*llDetectedTouchNormal( integer index );rotation newTileRotation = llGetRot(); 1 Link to comment Share on other sites More sharing options...
Roadmap Writer Posted July 27, 2012 Author Share Posted July 27, 2012 Apparently I thought way too difficult. Thanks for the solution, Dora, it works exactly as i was looking for! Link to comment Share on other sites More sharing options...
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